﻿#version 330 core

layout (location = 0) in vec2 a_position;
layout (location = 1) in vec2 a_texCoord;

out vec2 v_texCoord;

uniform mat4 u_mvp;

void main()
{
	gl_Position = vec4(a_position, 0.0, 1.0) * u_mvp;
	v_texCoord = a_texCoord;
}

#version 330 core

in vec2 v_texCoord;

out vec4 color;

uniform sampler2D _MainTex;
uniform vec4 u_color = vec4(1.0f, 1.0f, 1.0f, 1.0f);

void main()
{
	color = texture(_MainTex, v_texCoord) * u_color;
}